xyzxyz Posted July 22, 2023 Posted July 22, 2023 1 hour ago, MTB said: Hmm...not sure. Do you have any mods that influence the guards ? Only mods for the prison like prison overhaul and Cursed loot.
xyzxyz Posted July 22, 2023 Posted July 22, 2023 (edited) 1 hour ago, MTB said: Is SCB_INT_TJH_AoNBT1.pex in your scripts folder (topic script that enables it)? It is. I have no mods that effect the thieves guild hideout. SCB_INT_TJH_AoNBT1.pex Edited July 22, 2023 by xyzxyz
zgnszfz Posted July 22, 2023 Posted July 22, 2023 On 7/21/2023 at 3:43 PM, MTB said: lways 8 characters with the first two being the load order So if SCBMM is at position 5 (counting starts at 0) it becomes: player.addspell 0500fe22 (Or use help "clean broken mimic" as indicated; that should list the full form id as well.) Sorry, I didn't say it clearly.I would like to know how to get the full code for this spell.I tried it all from 00 to 99 and couldn't find it.
MTB Posted July 22, 2023 Author Posted July 22, 2023 (edited) 3 hours ago, zgnszfz said: Sorry, I didn't say it clearly.I would like to know how to get the full code for this spell.I tried it all from 00 to 99 and couldn't find it. Type: help "Clean broken mimic" in the console. If that does not give anything you've somehow got the wrong version of the esp. Which version are you using ? ( Make sure you have the version from July 8 (or 9 if using SSE) and that nothing is overriding it. ) Edited July 22, 2023 by MTB
zgnszfz Posted July 22, 2023 Posted July 22, 2023 1 hour ago, MTB said: Type: help "Clean broken mimic" in the console. If that does not give anything you've somehow got the wrong version of the esp. Which version are you using ? ( Make sure you have the version from July 8 (or 9 if using SSE) and that nothing is overriding it. ) Thank you very much, I managed to find the skill code, the last 4 digits of the code should be 22fe.
Cristel Carrisi Posted July 24, 2023 Posted July 24, 2023 the mod is good, but it's not clear what to download, everything is scattered, quests, files, updates, sounds. NEXUS overwrites all files and no the menu MCM
natybs Posted July 25, 2023 Posted July 25, 2023 hi i don’t have the chat option to start the hunt the red octobrethren quest i have summoned a chain east and the innkeepers don’t have the option.
MTB Posted July 26, 2023 Author Posted July 26, 2023 On 7/24/2023 at 11:35 AM, Cristel Carrisi said: the mod is good, but it's not clear what to download, everything is scattered, quests, files, updates, sounds. NEXUS overwrites all files and no the menu MCM Thanks. For latest version with voices you need four files; latest full, latest update and the voices which is split into two files: (Oldrim/LE) - latest version: 0.6.9, fresh install or update from v0.6.0 or later (using a mod manager is recommended): If you don't already have v0.6.5 or later installed: download & install SkyrimChainBeast-V065-LE.7z Download & install 069Update-LE.7z Here you need an `keep existing files, but override existing ones with new ones' option. In MO2 it's called merge, not sure what its called in NMM/Vortex/... ? (not sure what you mean by `NEXUS' ). If you want to have the synthesized voices download and install both: SkyrimChainBeast-V069-Voices.7z parts. (install 7z.001 if your mod managers supports multi-part archives). To install the voices files: Download both parts to the same folder. Install the 001 file using your mod manager - if the selection menu (choose which plugins) comes up your mod manager support multipart archives it deals with 002 automatically. (If not, you'll need to unzip both and create a single file - eg using 7zip (7zip.org)). Prebuilt armors are based on some UUNP preset. Use included bodyslide files to build your own preference. Run FNIS for Users (may not be needed if you already had V0.6.2 or later installed). or for Special edition / anniversary edition: (SE/AE) - latest version: 0.6.9, fresh install or update from v0.6.0 or later (using a mod manager is recommended): If you don't already have v0.6.5 or later installed: download & install SkyrimChainBeast-V065-SE.7z Download & install 069Update-SE.7z If you want to have the synthesized voices download and install both: SkyrimChainBeast-V069-Voices.7z parts. (install 7z.001 if your mod managers supports multi-part archives). Prebuilt armors are CBBE physics body, 7Base preset. Use included bodyslide files to build your own preference. Run FNIS for Users (may not be needed if you already had V0.6.2 or later installed). On 7/25/2023 at 4:24 AM, natybs said: hi i don’t have the chat option to start the hunt the red octobrethren quest i have summoned a chain east and the innkeepers don’t have the option. is the quest running? (in console: ) sqv scb_int_spyhunt (should show active and in stage 0) if not can it be started? startquest scb_int_spyhunt sqv scb_int_spyhunt (should now show active and in stage 0)
MTB Posted July 26, 2023 Author Posted July 26, 2023 (edited) Change Log for V0.6.x-V0.8.x : Changes in v0.8.6 Spoiler [Added] Option to ask a follower/friend to escort your captive for you. They must have a speed whip in their inventory for the conversation option to be available. They will keep escorting till you tell them not to or the victim is released. They should be protected (like chain beast victims) while escorting the victim. For now: Only works for your first five victims slots (1-5 in MCM>Status>Player Captures). [Fixed] When you choose `beast will release you at marker' the victim was not always released. [Fixed] The speed whip will now also work on player captives (e.g. when moving to marker). [Fixed] Releasing a victim that was captured by a player beast could leave them in an inconsistent state. Could cause issues with subsequent captures of that same NPC. Now the standard `post punishment' procedure is used (including post-punishment restraints according to MCM settings). Integration [Added] Option to set the minimum delay between `entranced NPC' (so pretty) trap events. [Fixed] the `so pretty' quest triggering constantly instead of only occasionally like intended. The event should now trigger at most once a day (or how ever long you set in the MCM). (Irrespective of whether the entranced NPC does something stupid or you manage to stop them.) Also, captured NPCs should not be chosen anymore by this quest. Voices [Added] Lines for the escort feature. Changes in v0.8.5 Spoiler [Added] Mechanism to put the player back in the device if they leave it early by pressing activate or a movement key Before the player would be stuck standing in front of the device until release time. [Added] Custom Furniture exit animations For selected furniture only. [Added] Furniture struggle: Press Jump to struggle in the furniture. Animated for selected furniture only. Only cosmetic so far, no game play effect (as yet). [Added] Achievement that counts the number of Chain Beast powers you have obtained. [Changed] Guard crab will now notice if they wonder too far from the box they are protecting and return to it (Applies only to `current' guard; won't apply to `old guard crabs' that may be around yet if `only while restrained' is turned off'. [Fixed] Skip menu option to obtain the perk (new in 084) only working on updated and not a new game. Integration [Fixed] Item needed for quest could be unavailable In one branch of the dream quest your told to go get an item, but it was possible the related dialog was not (yet) there. Now the related dialog is always available if this quest running. Changes in v0.8.4 Spoiler [Added] New perk Chain Block; blocking negates chain spit; the chains that e.g. Chain Spiders spit at you will not poison you or pull you over when you're actively blocking when they hit you. (Does not protect against melee attacks.) [Added] Custom follower list (for caged quest) Only needed for followers that do not use the `current follower' faction. With Mod name & actorbase form-id I can add more if needed. Integration [Added] New powers-interplay; Having a combination of two specific powers grants a perk (guess which one). Given once you receive Peryite/Mephala power while already having the other. If you already have both before installing this update use the skip menu to obtain the perk. [Added] Serana & Sophia support These do not use the current-follower faction so was not recognized by the caged-quest before. Now they are supported. (Assumption is made that they only enter the cave when actually following you.) Still only one follower at a time supported by the caged quest ! Changes in v0.8.3 Spoiler [Added] Two related new powers Power to resurrect a dead chain beast, and possibly take control of it (if you also have a specific other power). These are a bit different from the beasts that you summon; they are on your side but are still the same chain beast as before they died - e.g. if they capture someone they will use the same punishment as before rather than the victim becoming your captive. Also, they are permanent (until killed again or banished by you-using the other new power). Power to banish the resurrected beast. Support for Escort completion action... Before an escort was removed upon delivering the victim. Now other actions are supported: Only one implemented so far: do nothing (escort goes back to doing what they normally do). This is not yet used. Integration [Added] A new aspect quest Reward is a power that previously was only obtainable through other seekers (or the MCM). [Added] reward for aspect quest Completing an aspect quest that before did not yet have any rewards will now give access to two new powers (guess which ones...). Changes in v0.8.2 Spoiler [Fixed] The new setting (prefer male) is now also saved/loaded when MCM settings are exported/imported. Changes in v0.8.1 Spoiler [Added] Option to set a preference for male victims Some quests involve unique NPC victims. If both Male and Female NPCs are set as capturable, they would default to female. Select this to change this to male. [Fixed] Paying a debt subtracted the amount twice. Integration [Added] In the spy hunt quest, added a quest marker pointing back to the cave (without giving a hint where in the cave to look) when you do a followup investigation. Changes in v0.8.0 Spoiler [Added] New type of beast Spoiler Chain Fish. (Weak beast.) [Added] Lock MCM menu option; not recommended at all as much of MCM is intended to be able to solve issues you may run into, but requested and easy to add so here it is. 0: None - nothing locked, default and highly recommended setting. 1: escape options - lock away options that are related to the player's punishment&escape while the player is restrained. 2: Most - lock away other difficulty and skip options as well, even if not related to the player's punishment. Only some core debug/informational options remain. (Let me know if you think certain options should (not) be disabled in either mode...) (Core mod options only, most plugin added options are not blocked irrespective of this setting...) [Added] (Dis)allow aggressive animations toggle along with the gender restrictions. Pheromone induced scenes respect these settings as does the renewed caged quest. [Changed] Guard crabs will ignore predators as they don't try to steal from boxes... [Changed] Some code/mechanism cleanup. [Fixed] When going through an auto-load door, the `go to ...' info could get stuck in the HUD. (Until player no longer AI controlled and e.g. encountered a load door or fast traveled). Now this info is cleared(*) each time the beast controlled player enters a new area which should fix it right away. (*) How to clear was learned from: Stuck on Screen Load Door Prompt Fix by wSkeever (https://www.nexusmods.com/skyrimspecialedition/mods/96531, CC4.0 license, https://creativecommons.org/licenses/by-sa/4.0/). [Fixed] Some typos, spelling mistakes. Integration [Changed] The caged quest has been rebuilt from scratch. Expect and report bugs. (Can also be started from the skip quest.) [Added] A new type of event involving NPCs and mines. Spoiler NPCs can get entranced by a mine. The will say something and then head towards a nearby mine and trigger it. Talking to them will break the trance and they will forget what happened. Can be disabled under the traps section (under plugins). [Added] Some traps may summon a new type of beasts Spoiler Traps near water can summon Chain Fish when triggered. Mimic Mania [Added] MCM option to cast the clean mimic spell from the MCM, so it can be used in case the player is restrained and unable to cast spells. Was released as quickpatch in the thread, now integrated. [Changed] No mimics will appear if the player activates a potential mimic while already in a punishment. Was basically impossible before (as player would be safely locked away), but now with new caged quest this could occur. Voices, DBVO: Added new lines from v080 Changes in v0.7.0 Spoiler [Changed] Victim info spell now also shows if some relevant magical effects are present. [Changed] The `hide for beasts' powers will now be visible. For player it will show under active effects For others it will have a visual effect; particles and they become slightly transparent. [Changed] Adding a key will now clean up any crawlers still on the player, even if limited key strength is set. Integration [Added] Quests covering a new Aspect. Spoiler Aspect of Vaermina. Talk to the lore master about it. Two paths to choose from; 1 poor victim, 2 ruthless slaver. Requirements: 1: Player is a valid target, 2: NPCs (male and/or female) are valid targets. Note: some things won't work while you are dreaming (like teleporting; cant teleport out of a dream, that's just crazy...). Some others, however, do work. [Added] Achievements for some of the recently added actions and quests. [Added] You can many (mostly aspect related) quests by talking to the Lore Master. Clean your quest list if you decided not to finish it (eg because aspect outsourced to other seekers). Most cancelled quests can be restarted by asking to reexamine the aspect. If any is missing that you think should be here let me know. [Changed] Way `spy hunter' quest variables are filled to try to make it more robust. [Fixed] Aspect of Nocturnal not removed when handing it in. [Fixed] Man who cried Chain Beast could fail to start on updated game. [Changed] Added quest marker for box in the aspect of Noc. quest Talk to Rune after having completed his quest and having asked the LM about the aspect of Noc. [Fixed] Conditions on some TJH conversations. Could be situations in which not all intended conversation options were available. [Changed] Labors of the DB quest; puzzle box always shows its content. If you empty a puzzle box it retains its previous setting. This now shows. DB [Fixed] MCM toggle to enable did not work correctly unless you toggled individual items. [Added] Mimics (just a few). Voices ( buildVoices.7z.00x ) [Added] Lines from the new quests. Changes in v0.6.9 Spoiler [Added] Chain Dragons drop a new type of item Spoiler You need it to temper chain breaker [Added] A new type of disease Spoiler Chain Rattles; damages stamina and/or stamina regen rate when NOT wearing chains. [Added] a new category of small chain beasts Spoiler chain Vermin; they are riddled with disease (you can guess which one). Only silver variant as that is only one used so far. [Added] Debug spells can be forgotten as well so they don't clutter up your spell menus when you no longer need them. Choose Forget in the MCM for a known spell. Only debug spells, not those obtained by gameplay(or skip menu) as removing those could interfere with quest progression (conditions). [Changed] Icespray hazards from Chain Serpents no longer damages health, only stamina. [Fixed] Export MCM settings did not cover newest settings. Import used `player is target' value for `follower is target'. [Fixed] Incorrect restraint types could be equipped for the newest types of beasts. Only affected those starting a new game, not those updating an existing one. [Fixed] Walking armor equip effect had not yet received updates of other equips. As result could equip non-quest version of the restraint if you had one in your inventory already. [Changed] Applied some of the changes of Player stripping to NPC stripping as well. One difference with PC stripping: NPCs get to keep Chain Breaker even if not equipped. (Until fully captured that is.) [Fixed] Misc bugs. Integration [Added] A new aspect quest, along with a new reward power (which works but may be tweaked/expanded upon yet). Also added corresponding replay/skip options (talk to lore master). [Changed] Adjusted starting condition of TJH: Now: an unstable mine destroyed and a chain beast book read. [Changed] Dragon mines/traps are not enabled from the start. [Added] Quest to enable dragon mines. You'll need access to the lore master and be carrying Chain Breaker. (If you did not obtain it during Beauty and the Chain Beast, you can try again in Mines, mines, everywhere. (Ask Lore Master if Molag Bal will try again.)) If you first look at the tempering requirements for Chain Breaker your question to the lore master will make more sense. [Added] Some additional chain dragon (trap) locations. [Fixed] Beauty and the Chain Beast displayed objectives not always updating when they should. e.g. Speak to spell giver could be there when this was no longer possible. [Fixed] One type of restraints (gold ankle cuffs) was not recognized in the box-puzzle (labors of the Dragonborn quest). [Fixed] Optional objective to speak to Herman did not complete after you did it (labors of the Dragonborn quest). [Changed] Help quests (Keeping up appearances and Man who cried Chain Beast) will not start while the player is under control of a beast. [Changed] Changed how `Ironbreaker bane' (Mine at the mine) quest fills its aliases to make it start more reliably. (Hopefully) [Changed] same quest; If your employer dies before you can claim a reward the quest will be aware of it. Your still out of luck w.r.t. a reward but at least the quest know and reacts to that. [Changed] Quest rewards scripting in TJH to make it compatible with the updating mechanism. [Fixed] TJH Quest rewards not always working on an updated game. [Fixed] Fixed P-aspect reward given for wrong quest (MB quest). [Fixed/Changed] Some other minor fixes/optimizations. Mimic Mania: [Changed] Objects are no longer considered as possible mimics when they have their `activation blocked' (when the cell loads). Attempt to prevent potential conflicts. Also changed the code a bit to potentially maybe possibly avoid some issues. [Added] Cleaner spell. Get if from the MCM (under plugings - mimic mania) Stand next to a `broken' item and cast spell to attempt to clean it. Voices: [Added] voicing of new lines in V069 [Changed] a few lines redone with XVASynth version 3. Sometimes, especially with new models, the volume seems to be different from other text. Changes in v0.6.8 Spoiler [Added] Vokrii build-in patch; will change the required perks for the ebony mine quest to be vokrii perks; conjuration mastery, altromacy and Rift Summoner. The objectives will still refer to the vanilla perk names though. (See Vokrii patch below). [Added] MCM>skip options to obtain the mark and teleport powers. [Changed] Reorganized the MCM>skip menu a bit to improve structure. [Changed] Golden Chain Beasts have magic resistance (not immune but spells will be less effective). They have the `Greater magic resistance' perk (30% magic resistance). 2e Step in making the different material beasts more distinct. [Changed] The `Find my boxes' spell and `where am i (going)' option in the status menu will now show the quest marker without you first having to activate the quest. Before you had to activate the quest (once) before the marker would show. [Fixed] Stripping large inventories could skip stripping some items eg if equipped during stripping. Also tweaked code again. Change: Zaz restraints will now also be confiscated if they are not being worn (like DD devices). Armor flagged as `sexlabDoNoStrip' (including all SCB restraints) is never confiscated (even if not worn). [Fixed] `No activity to show' indicator would not always appear when MCM>Status menu was empty. [Changed] Removed trailing colons from MCM entry names for a more uniform style. Integration [Added] Another mini quest Spoiler Visit Dawnstar to encounter it, it might feel familiar if you just visited Anga's Mill. [Changed] The new miniquest can be used as a pre-quest for the MD aspect quest. Completing `mine at the mine' or `Dawnstar Forge(ry)' (or both) allows you to advance in this quest. [Changed] On completing `What forge', if you helped it counts towards the helper achievement. [Changed] Added camera shake when HoK entry is revealed. Immersion! [Changes] Carry over changes to golden versions of beasts. Vokrii patch (new) [Added] Will update the objective descriptions of ebony mine to be more Vokrii appropriate. This only changes the descriptions, Vokrii support itself is built in as mentioned above. DB, MM. Carry over changes to golden versions of beasts. Changes in v0.6.7 Spoiler [Added] four new types of beasts. mimics: Chopping Block Mimic, Anvil Mimic, Bed Roll Mimic and Cooking Pot Mimic [Fixed] `Safe traveling' mounted on a beast could break if fast traveling (eg to/from area where your mount is stored at the stables). Now if you get auto dismounted by fast travel, an auto cleanup procedure will trigger. [Fixed] Issue with Mines, mines everywhere quest Mine count would not update after destroying a mine in some cases. [Fixed] Small bug with quick capture restraints. Could add mask instead of collar to inventory. [Changed] some normal maps edits. [Added] Teleport to marker while safe-riding lesser power. First place marker, then ride a large beast using `ride spider' spell, then cast teleport spell. Can set key to cast on press in MCM (for if not using mod like convenient horses that allows casting while riding). Teleporting will dismount you on arrival. [Added] Having multiple chain beast powers may impact how certain chain beast spells work. So far only one combination Spoiler Having both domination (MB-aspect reward) and teleport power (M-aspect reward) allow you to cast `reanimate spider' on living beasts. You can safely ride them, but they will still be alive when you dismount. The spell will prefer dead beast if any are in range. Mimic Mania [Added] Support for mimics that are not containers. Things the beast is carrying will drop on the ground when it dies and reverts. [Added] New object types that could be mimics Spoiler chopping blocks and anvils (loose ones only, not those that are part of a smith's forge), bed rolls (but not the hay piles), some cooking pots. Integration [Added] A new mini quest. Location to encounter Spoiler Visit AngasMill to start it (talk to someone there if they do not approach you themselves). [Added] a few more mimic traps (both existing and new types). [Added] Reward from completing the M-aspect quest. Ask Herman about what he's learned after handing in the aspect as usual. You can now place a marker and, while `safe traveling' teleport to it. (Similar to the mark, recall spells from earlier elder scrolls. But as a lesser power that only works while fast traveling.) Note: Teleporting will cause you to dismount. DB,INT [Fixed] A few harmless issues that caused error messages in the log. (Some preparations for not yet completed features.) Changes in v0.6.6QF1 Spoiler [Fixed] In recent versions quests that relied on counting `full capture' events (like the What A Wedding quest) failed to advance when Quick Capture was active. Changes in v0.6.6 Spoiler [Added] SetScale option; scale victim to fit better into zaz furniture / the beasts. Some furniture does not look right when victim scale != 1.0. Now that the alignment works you can actually notice this. Added option to scale 1.0 when entering and back to original size when leaving furniture (on by default, disable under MCM>Debug if it gives issues). Also supported for riding beasts (when captured or using the safe-riding spell); but as the issue (clipping/misplacement) is much less apparent this is disabled by default. Basically the same method is used by SexLab. If that causes issues for you then those are likely to appear here as well and you should disable the option. [Fixed] Issue with fast forwarding not working properly when riding to SS outcome. [Fixed] Several cases where mounted beasts could not path to punishment destination. Example: From outside to inside walled Cities (Prisons/slave market) or cave (Caged) where mounts do not enter. They now take you to the edge of the city/outside the cave and there summon a small beast to take you the last piece. [Fixed] Corrected Silver chain priest name (said Iron instead of Silver). [Added] Alternate MP (multicage version) riding animation option. Replacer so can be swapped without rerunning FNIS. Victim is gripping the bars instead of having hands locked behind back. [Fixed] Added version > 0 check in the update mechanism to prevent warnings about unsupported updating for new installs on existing saves. [Fixed] Guard crab should no longer be fighting other chain beasts that go near the box. (N)PC however should stay clear. Changes in v0.6.5QF (Same file for both LE and SE versions). Spoiler [Fixed] Removes notifications of items being stripped. [Fixed] Presentation issues with the new options in the MCM. Changes in v0.6.5 Spoiler [Fixed] Some settings on the Silver (and gold) dragons were off making them heal when they shouldn't. Also reduced (out of combat) healing. [Fixed] Silver dragon spit hits summoned gold chain priests instead of silver ones. [Changed] when taking loan for blacksmith aid friends will no longer add an extra fee. not affected by the friendly blacksmith setting; it needs to be an actual friend (or better). [Fixed] Blacksmith will actually get to work instead of waiting for you to close the conversation. [Added] loan feature: percentage, time to pay and amount of bounty if you are late are settable in MCM [Added] Some Blacksmiths will have unique lines / options for helping you. one so far; she has a large order to fill... [Added/Changed] Unique properties for silver beasts They resist cold (not immune but frost attacks will be less effective). Larger ones (spider and bigger) cool the air around them enough to create a visual frost effect. Not if they are carrying someone though; the warm body counteracts the cooling effect of the beast. First step in making the material variants more than only a visual difference; plan to give steel and gold their own properties as well if the future. [Changed] Optimized stripping (for the player mainly). Should improve speed but not orders of magnitude (maybe 2x~3x times as fast, did not measure) so will still take a long time with huge inventories. Change: Devious devices are now also stripped provided they are not being worn. Only limited testing done. May be some regression. Tested the `no access to box while being stripped' ' and it seems to work. Integration, BAD, WMP, MM, DB plugins: [Changed] Adapted beast names and restraints to new naming scheme and some cleaning. [Changed] Unique properties for silver beasts (see above) introduced by Integration. [Fixed] Carried over some updates from the esm to the plugins and ensured consistent settings. eg improved movement when manually riding large beasts; should now be able to (slowly) get unstuck if you run into an obstacle like a tree. Voices: [Added] New lines for the quests/options added in v065. [Fixed] Missing voice lines and files in wrong folders. Changes in 5 Year Anniversary Edition (aka v0.6.4) Spoiler [Added] New type of beast (and it brought a friend or two). There was a preview of it before but now its finally here. [Added] New types of mines, new type of trap. Wonder what they summon... [Fixed] Furniture alignment correction (tweaked version of the testing version released earlier). Better NPC alignment correction (for furniture without offsets). PC alignment correcting mechanism also improved but can be slow. May need to move player out of device and back in to allow angle correction. [Added] Fail-safe mechanism to prevent player from opening box while still being stripped. If still being stripped the box will show its busy (in its name and in a notification if you try to open it anyways). Could make it a pop-up window if still unclear..."You feel an invisible force keeping the box shut tight. Must be the stripper crab that is not done with you yet! Try again later." Untested so far. Let me know whether it works... [Changed] `Chance to open boxes on touch' should now work even if not set to > 0 before capture. [Fixed] Bug with post punishment device handling; with limited keystrength set this could cause player to need more keys to free themselves than they should after a punishment. [Fixed] Instead of the quest version of a device a similar non-quest one could get equipped. [Changed] Cleaned and Optimized some code. Some improved areas: NPC redressing after they gather their gear. Quick capture device handling. Status menu only shows relevant quests. [Added] After the Pheromone beast are encountered (in the WaW quest) their event can replace standard punishments. MCM option to adjust chance this happens. You can enable it without completing the WaW quest in the MCM skip menu. [Added] Can summon test beasts using MCM You could already simulate capture by the selected test beast with the test spells. Now you can also create an instance of the test beast at the player. [Changed] Revamped the Blacksmith aid feature. Added two new ways of paying for the help. Have plans for more. (You still need to convince the Blacksmith to actually help you, which may be difficult unless you are on friendly terms or are wearing restraints made from precious metal.) [Added] Simple loan feature. It's a bad deal with a steep daily interest of 5% and 10 days to pay before you incur a bounty, and the loan provider may charge a significant overhead for accepting delayed payment in the first place...but when you're in a pinch... (Future plans: make percentage, overhead and period into MCM controllable parameters.) [Changed] Adapted naming convention for beasts and restraints: Rusty -> Iron, (default) -> Steel. (Future plans: consistently use the new naming also in the plugins, make further distinctions between the beasts materials so differences are no longer purely cosmetic.) Integration: (Plan to integrate the new beast differently; more quest related at some later point.) [Added] Adds three mines. Guess what they summon if activated. [Added] A few triggers for those mines. These are controlled by the `special traps' setting in the MCM. Voices: [Added] Voice lines for the new dialog [Fixed] Many NPCs still thought the Bard's college was in Winterhold (was likely a version management issue). Changes in v0.6.3 Spoiler [Added] New Mimics variants that look like Barrels or boxes. [Changed] Updated Mine mesh. Removes the disappearing-reappearing act of part of this mesh. Integration: [Added] New mechanism for enabling/disabling the mimics allows easier adding of new mimics to add your own (in the creation kit) you just drop one of the scb_DormantMimic* anywhere you think appropriate. [Added] Mimics in several places. There's now 5x as many as in 0.6.2. MM (updated version - only for v0.6.3 or later - of this new plugin has been integrated in the installer): [Added] More types of containers that may be mimics. A custom container type can be turned into a potential mimic by choosing an equal/sufficiently similar looking mimic beast (SCB_ChainMimic*, several barrel and chest variations available to choose from) then adding the scb_MM_DMR script to the container objectbase and filling the property ActiveMimic with the equivalent (mimic) beast you chose. Changes in v0.6.2 Spoiler [Added] New type of beast: Mimics; while dormant they look like chests but when you touch them they wake up ! [Added] new riding pose for the new beast. [Changed] Small improvement to the safe ride (spider reanimation spell). [Fixed] Sound effect for Vibe-event (added in v0.6.1) was in wrong directory. Integration [Added] Dormant Mimics to a handful of locations (more to follow). Changes in v0.6.1 (LE) Spoiler [Added] vibration and arousal increase for the gemmed crawler. A feature requested in the support thread a while ago. [Added] an additional use of the chain crab; now it won't dig in permanently, but it will drop your box and then guard it for as long as you're considered captured. (With default setting, if you free yourself the box guard will disappear.) [Added] Chain spiders can spin metal reinforced webs. You can recognize them from the reddish tint caused by the metal in their webbing. They're stronger than normal spider webs...I mean you can still get through without too much problems, but don't expect to be there in one or two hits. Might be a problem if trying to escape from...well you can imagine. [Changed] Added check for `SexlabNoStrip' in the animated stripping by stripper crabs. Integration: New type of trap involving large chain spider. Some new traps placed. Most controlled by the MCM settings as usual. One is always active. Changes in v0.6.0 Spoiler [Changed] Optimized hostility management implementation Should reduce script load quite a bit while maintaining exactly the same behavior. [Added] Plugin for SLUTS (resume v2.7) With the changed hostility management implementation the method of the built in plugin no longer works, a separate plugin is needed (again). May work with other sluts versions but no guarantee. Make sure the esp is called SLUTS.esp (and not eg S_L_U_T_S.esp); without this may CTD on startup. [Fixed] (Regression) Beasts could say the `help me' (muffled) line you would get when trying to talk to the victim they carry. Updated the condition; assumption made there was no longer valid in latest versions. [Changed] Revamped the victim info spell. Rather than just giving some relevant stats, it now also explains the why (when it can) and what they mean (a bit). [Added] option to exclude (via mod-event or spell) specific NPCs from CB capture, even if they would be considered valid targets otherwise. Note that invalid targets may still fight Chain Beasts (eg if beasts are attacking their allies), and get stripped by them (depending on MCM settings). Obtain the toggle invalid target spell in the MCM>Debug menu. [Added] Mod Authors can have an actor send out mod event "SCB_IgnoreMe" to prevent capture, or with argument < 0 to remove capture immunity: Bretny.sendModEvent( "SCB_IgnoreMe" ) ; Bretny is now immune to capture. Bretny.sendModEvent( "SCB_IgnoreMe", "", -1.0 ) ; Bretny can be captured again. [Changed] The beasts summoned from the Pheromone mine are now temporary; they will disappear after they deliver someone to punishment. Ensures the debauchery ends after a while, even if you end up summoning more that you can handle. They only leave corpses (to loot keys) if killed before that, so have a backup plan... Integration: [Fixed] Hunt for Red: In Male only version conversation about 2e Spy whereabouts could not be completed. [Added] Destined to be a Soshal-Klymer, improvements to the follower distraction option. In some cases followers fail to cast the spell and they just stand there in `ready to cast' position. You can now tell them to stop trying to distracting the beast. They will do so and give you a hint on what to do to have them (be more likely to) succeed to cast it. [Fixed] MD aspect quest; If you talked to Leigelf without/before talking to Beitild, the wrong objective was activated. [Added] A spell that allows you to choose your own `luster' and target for the Chain Lust quest. You'll obtain it when you get the summon pheromone mine power (by quest or via MCM>skip). First cast on the luster, then on the target of their affection. Respects `allowed gender match' settings; cannot start corresponding quest if the match is not allowed. If the mod already defines possible interests for a luster, the user selected target is added and one is chosen at random. To change target, just cast again. To change luster, unset current luster. Speak to them to unset. Completing the quest (collect reward/tell luster you changed your mind) unsets both. Note that NPCs reserved by another quest are never selected by pheromone beasts so make for poor lusters/targets. eg in riverwood nearly everyone is reserved, initially anyways. Older updates: Edited November 9, 2024 by MTB
natybs Posted July 26, 2023 Posted July 26, 2023 2 hours ago, MTB said: Thanks. For latest version with voices you need four files; latest full, latest update and the voices which is split into two files: (Oldrim/LE) - latest version: 0.6.9, fresh install or update from v0.6.0 or later (using a mod manager is recommended): If you don't already have v0.6.5 or later installed: download & install SkyrimChainBeast-V065-LE.7z Download & install 069Update-LE.7z Here you need an `keep existing files, but override existing ones with new ones' option. In MO2 it's called merge, not sure what its called in NMM/Vortex/... ? (not sure what you mean by `NEXUS' ). If you want to have the synthesized voices download and install both: SkyrimChainBeast-V069-Voices.7z parts. (install 7z.001 if your mod managers supports multi-part archives). To install the voices files: Download both parts to the same folder. Install the 001 file using your mod manager - if the selection menu (choose which plugins) comes up your mod manager support multipart archives it deals with 002 automatically. (If not, you'll need to unzip both and create a single file - eg using 7zip (7zip.org)). Prebuilt armors are based on some UUNP preset. Use included bodyslide files to build your own preference. Run FNIS for Users (may not be needed if you already had V0.6.2 or later installed). or for Special edition / anniversary edition: (SE/AE) - latest version: 0.6.9, fresh install or update from v0.6.0 or later (using a mod manager is recommended): If you don't already have v0.6.5 or later installed: download & install SkyrimChainBeast-V065-SE.7z Download & install 069Update-SE.7z If you want to have the synthesized voices download and install both: SkyrimChainBeast-V069-Voices.7z parts. (install 7z.001 if your mod managers supports multi-part archives). Prebuilt armors are CBBE physics body, 7Base preset. Use included bodyslide files to build your own preference. Run FNIS for Users (may not be needed if you already had V0.6.2 or later installed). is the quest running? (in console: ) sqv scb_int_spyhunt (should show active and in stage 0) if not can it be started? startquest scb_int_spyhunt sqv scb_int_spyhunt (should now show active and in stage 0) when i do that it says peramiter scb_int_spyhunt not found for parameter quest.
MTB Posted July 26, 2023 Author Posted July 26, 2023 1 hour ago, natybs said: when i do that it says peramiter scb_int_spyhunt not found for parameter quest. Sorry that should be scb_int_spyhunter so with `er' at the end.
natybs Posted July 26, 2023 Posted July 26, 2023 9 hours ago, MTB said: Sorry that should be scb_int_spyhunter so with `er' at the end. it says enabled no state stopped currentstage 0 priority 30 not sure what any of this means but its not in my quest journa; and the start quest command does not do anything
Drakas900 Posted July 30, 2023 Posted July 30, 2023 MCM menu not showing up and I have all 4 files installed.
MTB Posted July 30, 2023 Author Posted July 30, 2023 On 7/26/2023 at 10:57 PM, natybs said: it says enabled no state stopped currentstage 0 priority 30 not sure what any of this means but its not in my quest journa; and the start quest command does not do anything Seems the quest is not starting at all. I have no idea why not, unless you have neither Male nor Female NPCs set as valid targets. 3 hours ago, Drakas900 said: MCM menu not showing up and I have all 4 files installed. Make sure the esm and its main quest is active and working: open console and type: sqv scb_initquest If that shows its running then likely you've run into a general MCM issue not specific to the mod; see if general fixes for this issue ((MCM menu not showing up (for some mods)) solve your problem.
natybs Posted July 30, 2023 Posted July 30, 2023 56 minutes ago, MTB said: Seems the quest is not starting at all. I have no idea why not, unless you have neither Male nor Female NPCs set as valid targets. Make sure the esm and its main quest is active and working: open console and type: sqv scb_initquest If that shows its running then likely you've run into a general MCM issue not specific to the mod; see if general fixes for this issue ((MCM menu not showing up (for some mods)) solve your problem. i have both set as valid targets. also after some time, random chests in my game cant be opened with the interact key anymore or lock picked. it happenes even after i turned mimics off and they are still like this for some reason. might not be chainbeasts tho, but it seems like it is since it messes with chests
xyzxyz Posted July 30, 2023 Posted July 30, 2023 I let the seekers find the aspect of molag ball but the quest is still open. Shouldn't it be completed? And I really need hint for that box puzzle for peryite. Is it explained somewhere?
MTB Posted July 30, 2023 Author Posted July 30, 2023 1 hour ago, natybs said: also after some time, random chests in my game cant be opened with the interact key anymore or lock picked. it happenes even after i turned mimics off and they are still like this for some reason. might not be chainbeasts tho, but it seems like it is since it messes with chests Do you have Mimic mania plugin? Some people reported an issue like that (hopefully fixed in latest version). Latest version of MM (included in 069) also has a spell to fix affected chests. (You may need to get it from the console if the MCM option does not work, see a few posts back.) > i have both set as valid targets. Then I have no idea why the quest won't start. 54 minutes ago, xyzxyz said: I let the seekers find the aspect of molag ball but the quest is still open. Shouldn't it be completed? And I really need hint for that box puzzle for peryite. Is it explained somewhere? The seekers option gets the tome but is not really linked to the quest; if that was already started it does not end it. (Perhaps it should...) Box puzzle Spoiler You'll need to leave a chain beast related item in each of the chests. (if you've placed a possible item you'll see when you close the box) Then activate the pull chain. Spoiler If you have the right combination the quest advances, else you'll get a hint about how close you are. In a form befitting this mod...also its recorded in your quest log for reference. (Note that the combination may be different each time you run the quest.) Spoiler It's like the game `mastermind'; black level gives how many are correct type (four available; Mask, Chain(other restraint), Key, Book) and rightly placed, white level indicates right type but in wrong box.
xyzxyz Posted July 30, 2023 Posted July 30, 2023 (edited) 1 hour ago, MTB said: 2 hours ago, xyzxyz said: The seekers option gets the tome but is not really linked to the quest; if that was already started it does not end it. (Perhaps it should...) It really should, otherwise it's stuck in my quest log forever^^ Edited July 30, 2023 by xyzxyz
xyzxyz Posted July 30, 2023 Posted July 30, 2023 (edited) 1 hour ago, xyzxyz said: It really should, otherwise it's stuck in my quest log forever^^ Are the spell conjour books not allowed? I use thehe spider travel book or the summon sb beast tome but one item is neither w nor bk. Collar, mask and key are all bk but one is (the book) is missing. Edited July 30, 2023 by xyzxyz
natybs Posted July 30, 2023 Posted July 30, 2023 (edited) 2 hours ago, MTB said: Do you have Mimic mania plugin? Some people reported an issue like that (hopefully fixed in latest version). Latest version of MM (included in 069) also has a spell to fix affected chests. (You may need to get it from the console if the MCM option does not work, see a few posts back.) > i have both set as valid targets. Then I have no idea why the quest won't start. The seekers option gets the tome but is not really linked to the quest; if that was already started it does not end it. (Perhaps it should...) Box puzzle Reveal hidden contents You'll need to leave a chain beast related item in each of the chests. (if you've placed a possible item you'll see when you close the box) Then activate the pull chain. Reveal hidden contents If you have the right combination the quest advances, else you'll get a hint about how close you are. In a form befitting this mod...also its recorded in your quest log for reference. (Note that the combination may be different each time you run the quest.) Reveal hidden contents It's like the game `mastermind'; black level gives how many are correct type (four available; Mask, Chain(other restraint), Key, Book) and rightly placed, white level indicates right type but in wrong box. yeah the mcm spell didn’t work for me but i cant find any posts with a console command to add it manually nvm i found the mimic spell. so now i just need to figure out the red quest do you need to have finished beauty and the chai beast for it to trigger? Edited July 30, 2023 by natybs
MTB Posted July 31, 2023 Author Posted July 31, 2023 14 hours ago, xyzxyz said: Are the spell conjour books not allowed? I use thehe spider travel book or the summon sb beast tome but one item is neither w nor bk. Collar, mask and key are all bk but one is (the book) is missing. Spoiler If the correct combination does not contain any books then a book won't count towards neither white nor black. (Repeated entries are possible so eg Key Key Key Key is a valid combination.) 14 hours ago, natybs said: do you need to have finished beauty and the chai beast for it to trigger? No that's not needed. Maybe you have a mod that changes whiterun dungeon or riverwood? I'll see if I can further reduce assumptions for quest start.
xyzxyz Posted July 31, 2023 Posted July 31, 2023 (edited) 2 hours ago, MTB said: Reveal hidden contents If the correct combination does not contain any books then a book won't count towards neither white nor black. (Repeated entries are possible so eg Key Key Key Key is a valid combination.) No that's not needed. Maybe you have a mod that changes whiterun dungeon or riverwood? I'll see if I can further reduce assumptions for quest start. Sorry but I'm too stupid for this. I have 3 black, (mask, collar and key) and 1 empty box. No matter what I put in it's always wrong. I tried book, key, collar, chain and mask. What am I doing wrong? What is supposed to happen? Also it doesn't show the bk and whites message after try 12 anymore. Edited July 31, 2023 by xyzxyz
MTB Posted July 31, 2023 Author Posted July 31, 2023 1 hour ago, xyzxyz said: Sorry but I'm too stupid for this. Hide contents I have 3 black, (mask, collar and key) and 1 empty box. No matter what I put in it's always wrong. I tried book, key, collar, chain and mask. What am I doing wrong? What is supposed to happen? Also it doesn't show the bk and whites message after try 12 anymore. After 12 tries it wraps around and will override try1 etc. The picture shows nothing in box3 - is this because you removed it already to place something else? (can't see anything in box 1 either, but that may just be blocked from view/outside picture. Spoiler Try sqv scb_int_tasks in the console and look for code, it will likely say: [2, 4, ?, 1] (assuming 3e box is the problem one...) What is supposed to happen? Spoiler Black spider appears, as does a chest with content (at statue).
xyzxyz Posted July 31, 2023 Posted July 31, 2023 30 minutes ago, MTB said: After 12 tries it wraps around and will override try1 etc. The picture shows nothing in box3 - is this because you removed it already to place something else? (can't see anything in box 1 either, but that may just be blocked from view/outside picture. Reveal hidden contents Try sqv scb_int_tasks in the console and look for code, it will likely say: [2, 4, ?, 1] (assuming 3e box is the problem one...) What is supposed to happen? Reveal hidden contents Black spider appears, as does a chest with content (at statue). 3. box is the problem. Code is 2 4 3 2. Items are Key - collar-empty-mask.
natybs Posted July 31, 2023 Posted July 31, 2023 (edited) 5 hours ago, MTB said: After 12 tries it wraps around and will override try1 etc. The picture shows nothing in box3 - is this because you removed it already to place something else? (can't see anything in box 1 either, but that may just be blocked from view/outside picture. Hide contents Try sqv scb_int_tasks in the console and look for code, it will likely say: [2, 4, ?, 1] (assuming 3e box is the problem one...) What is supposed to happen? Reveal hidden contents Black spider appears, as does a chest with content (at statue). so it spit out a lot of code mentioning alias books, the restraints for the chainbeasts (collar, mask and keys specifically)and a bunch of tasks and black bests and white beasts whatever that means then state stopped and enabled? no at the end. current stage 0 priority 60 Edited July 31, 2023 by natybs
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